Install ffmpeg
brew install ffmpeg
Download file through url, like this:
ffmpeg -protocol_whitelist file,http,https,tcp,tls,crypto -i "http://url-file.domain.m3u8" -c copy video.mp4
using System; | |
using System.Collections.Generic; | |
using Unity.Collections.LowLevel.Unsafe; | |
using UnityEngine; | |
using UnityEngine.AddressableAssets; | |
using UnityEngine.ResourceManagement.AsyncOperations; | |
using UnityEngine.ResourceManagement.ResourceLocations; | |
using Object = UnityEngine.Object; | |
public class AddressableLabels |
Install ffmpeg
brew install ffmpeg
Download file through url, like this:
ffmpeg -protocol_whitelist file,http,https,tcp,tls,crypto -i "http://url-file.domain.m3u8" -c copy video.mp4
Whatever operating system you are using to create the USB, you will need to have a Windows 10 ISO, either from Microsoft or your system manufacturer and have a USB drive 8GB or larger (or one with at least 5GB of free space and using the FAT32 filesystem, but using a fresh and empty one is best).
TL;DR
#macOS/Linux
# First try the `bootiso` program, it has options for splitting the WIM for you!
# https://jsamr.github.io/bootiso/
# You need to already have 7zip aka `p7zip` on macOS and Linux, and `wimlib` macOS via `brew` or `wimtools` on Linux
As of January 2020, all apps running on macOs 10.15 Catalina are required to be notarized. For Unity games distributed outside the Mac App Store, such as with Steam, the notarization process is done post build using a series of Xcode command line tools.
/// <summary> | |
/// The script gives you choice to whether to build addressable bundles when clicking the build button. | |
/// For custom build script, call PreExport method yourself. | |
/// For cloud build, put BuildAddressablesProcessor.PreExport as PreExport command. | |
/// Discussion: https://forum.unity.com/threads/how-to-trigger-build-player-content-when-build-unity-project.689602/ | |
/// | |
/// License: The MIT License https://opensource.org/licenses/MIT | |
/// </summary> | |
using UnityEditor; | |
using UnityEditor.AddressableAssets; |
UPM: How to make a custom package So, Unity has this shiny new package manager, and you have code you want to share between projects - wouldn't it be great if we could bundle up our shared code and plug it into all the projects that need it? Let's figure out how to make our own Package!
Todo
$ curl --help | |
Usage: curl [options...] <url> | |
--abstract-unix-socket <path> Connect via abstract Unix domain socket | |
--alt-svc <file name> Enable alt-svc with this cache file | |
--anyauth Pick any authentication method | |
-a, --append Append to target file when uploading | |
--basic Use HTTP Basic Authentication | |
--cacert <file> CA certificate to verify peer against | |
--capath <dir> CA directory to verify peer against | |
-E, --cert <certificate[:password]> Client certificate file and password |
##################### | |
# | |
# Use this with or without the .gitattributes snippet with this Gist | |
# create a fixle.sh file, paste this in and run it. | |
# Why do you want this ? Because Git will see diffs between files shared between Linux and Windows due to differences in line ending handling ( Windows uses CRLF and Unix LF) | |
# This Gist normalizes handling by forcing everything to use Unix style. | |
##################### | |
# Fix Line Endings - Force All Line Endings to LF and Not Windows Default CR or CRLF |
using UnityEngine; | |
using UnityEditor; | |
using System.Collections.Generic; | |
using System.IO; | |
using System.Text; | |
using System.Linq; | |
using System; | |
/// <summary> | |
/// Remove empty folders automatically. |
#!/bin/bash -e | |
# -------------------------------------------------------- | |
# Generate iOS Launch items from a single image | |
# (c) 2017 ePi Rational, Inc. | |
# | |
# Modified from original script which generated app icons for iOS, | |
# originally written by | |
# Ben Clayton, Calvium Ltd. | |
# https://gist.github.com/benvium/2be6d673aa9ac284bb8a |